Nik Mod 5.0
Moderators: wdolson, Don Bowen, mogami
Nik Mod 5.0
Happy Holidays folks....
I have uploaded a new version of my mod to Spooky's website. Hopefully it will be up within 24 hours. There are two scenario offerings now, the original Grand Campaign and a converted "Scenario 13 - 42A" version for those who are sick of having to start all the way back at 12/7/41 and would like to start off after Japan has completed the conquest of the SRA and Burma.
The New GC mod goes into slot 40 while 42A fits into slot 45.
Please note that 5.0 works best with the beta executibles as the ASW changes are removed in lieu of the new routines incorporated.
Please see the FAQ for details on the new features and tweaks.
I have uploaded a new version of my mod to Spooky's website. Hopefully it will be up within 24 hours. There are two scenario offerings now, the original Grand Campaign and a converted "Scenario 13 - 42A" version for those who are sick of having to start all the way back at 12/7/41 and would like to start off after Japan has completed the conquest of the SRA and Burma.
The New GC mod goes into slot 40 while 42A fits into slot 45.
Please note that 5.0 works best with the beta executibles as the ASW changes are removed in lieu of the new routines incorporated.
Please see the FAQ for details on the new features and tweaks.
-
- Posts: 837
- Joined: Thu Dec 01, 2005 12:27 am
- Location: A Very Nice Place in the USA
RE: Nik Mod 5.0
So we are really waiting for the new exe files also, any word on progress on that front?
And, thank you very much Nik. [&o]
And, thank you very much Nik. [&o]
“Luck is what happens when preparation meets opportunity.” ― Lucius Annaeus Seneca
RE: Nik Mod 5.0
No word as of yet i'm afraid. Mike has had to put in some on time on WiE. You shouldn't run into too many issues using the public beta. There was one potential bug that saw historical pilots being drawn by the 'Get pilot' routine instead of drawing from the replacement pool but i fixed that by emptying the pilot pool. (pilots will now generically come in with exp ratings based on the squadron value in the editor or in lieu of that, the national exp value for that year.)
This was causing me for example, in my 4.2 game with Bombur, to draw exp 72 pilot replacements instead of exp 55 +/- 10 points for US army (which appears to be the only org impacted) The 8th and 49th FG's will no longer enter the game with exp 55 as the average value then jump up to exp 80 on turn 2 due to pilot assignments all having exp levels in the 80's in 42A
This was causing me for example, in my 4.2 game with Bombur, to draw exp 72 pilot replacements instead of exp 55 +/- 10 points for US army (which appears to be the only org impacted) The 8th and 49th FG's will no longer enter the game with exp 55 as the average value then jump up to exp 80 on turn 2 due to pilot assignments all having exp levels in the 80's in 42A
-
- Posts: 837
- Joined: Thu Dec 01, 2005 12:27 am
- Location: A Very Nice Place in the USA
RE: Nik Mod 5.0
I thought the 1.795beta had a severe problem with losing leaders? Or was there other problems? Or is my memory just really bad? [:(] I can't remember. [&:][:@]
“Luck is what happens when preparation meets opportunity.” ― Lucius Annaeus Seneca
RE: Nik Mod 5.0
some have reported this using 1.795. I havn't seen any in my games as of yet. Then again, i don't do a huge amount of leader shifting in my games.
RE: Nik Mod 5.0
Oh......yes.
[;)]
[;)]
RE: Nik Mod 5.0
Thanks for the hard work Nik, I've been waiting for you to release this....
Sincerely
Kelly
Sincerely
Kelly
Plankowner USS Kauffman (FFG-59).
- Monter_Trismegistos
- Posts: 1359
- Joined: Tue Feb 01, 2005 8:58 pm
- Location: Gdansk
RE: Nik Mod 5.0
Could you post the list of changes?
Nec Temere Nec Timide
Bez strachu ale z rozwagą
Bez strachu ale z rozwagą
RE: Nik Mod 5.0
Version 5.0
Changes/tweaks:
1. The ASW modifications have been removed since a new re-written ASW routine has been introduced with the beta 1.7 of the game (official patch version to be 1.8 or 2.0) While I was heavily involved in the testing and refinement process for the new routine, I feel that the new
Routine needs more feeling out before I consider any alterations.
2. Reversed the Heavy Flak increase introduced in 4.0 after feedback from existing PBEM games and further testing.
3. Discovered and corrected an error with Device 294 in stock OOB (Japanese 4.7in DP) that was causing it to become an “uber” flak gun in the mod.
4. Reduced all HAA gun contents in ENG and AA units located in the Philippines, Malaya, Burma and the Dutch East Indies by 75% and moved the introduction date for the production of the HAA guns contained within these units from 12/41 to 2/42. This 60 day window was put into place to prevent the affected units from filling back out as per their TO&E with replacements set to on and adequate supply either on hand or delivered. These changes were put into place due to the fact that ENG and AA units in the SRA were quickly repairing disablements and filling out to their full TO&E as the game progressed into early 42. When combined with the over-concentration of these units as Japanese forces advanced, it produced “Flak cities” of far greater power than was historically encountered by the Japanese as they advanced into the SRA. Manila (or Bataan) and Singapore in particular became almost impossible targets to attack if the Allied player could avoid costly forced retreats and concentrated LCUs in these hexes. Historically, the Allies were impaired throughout the region by a shortage of proper AA guns and ammunition which allowed the Japanese to continue using aggressive low altitude fighter strafing attacks on enemy airfields in similar pattern to actions taken in China. While helpful to the Japanese during their 1st and 2nd Operational phases for the subjugation of the SRA, this ultimately lulled them into a false sense of security in regards to the vulnerability of both their unarmored fighters and bombers when attacking a base with a substantial and well organized airfield defense. The Japanese would learn this lesson particularly hard at Guadalcanal.
5. OOB changes:
a) A6M series MVR ratings increased by 2-3 points, depending on frame variant. Purpose: 4.0 changes appear to have nerfed somewhat this plane in relation to modern 1st generation Allied aircraft, particularly the durable F4F, resulting in lopsided kill ratio results even when highly experienced aviators are in the Zero cockpits. This change also brings the Zero more in line with the MVR changes done to the other major 1st generation Japanese fighter craft (Ki-27, 43 and A5M)
b) Allied replacement rates for mid-war aircraft reduced. Purpose: Coupled with the recent PDU enhancement has been allowing Allied players to rapidly change out large numbers of air-groups to the best Allied planes such as P-38 or B-24. This issue is exacerbated further by the 4.0 changes to the A2A model that reduce losses in combat. This change is not meant to penalize or hobble the Allied player, but rather is intended to encourage a more realistic deployment and phasing in of newer more powerful airframes. While it has been said that the same problem exists for the Japanese player, wholesale changes here have not been done for the moment as the Japan side is dependant on the production model for replacements. However as an experienced player of both sides, I have noted that a reasonable approach to production (i.e. a minimal one) takes care of this issue. Players should discuss this before starting a long campaign. This is an issue I knew would come up when PDU’s were first proposed. In the end I supported PDU’s introduction but obviously as with all enhancements to the game that put more flexibility and decision making powers into the player’s hands, common sense and restraint are needed to prevent “gamey” play.
c) other OOB changes
- Centerline armaments created for the A6M series (all), Ki-61, Ki-84 and Ki-100 series of aircraft.
Purpose: Originally employed to assist the raped aircraft of the game; the A5M, Ki-27 and Ki-43; now applied to the A6M to help eliminate the “nerfing” effect of the 4.0 changes on this light aircraft when exchanging pleasantries with the now much tougher F4F series. Also adds a nice touch of consistency in regards to planes with centerline armament.
The centerline MG armed Japanese planes need the armament boost in general to compete with the overpowering impact (even under 4.0 changes where fighter aircraft are faced) of the six pack Browning armed Allied aircraft and its Gun Value 18 which trumps all but full cannon armed Japanese planes. The Ki-84c and Ki-100 have an experimental offshoot version of the centerline armament theory, but the Acc of the cannons is in reality, only restored to pre-4.0 conditions (double of the wing mounted version) This should make these aircraft much more effective against the swarm of 4E bombers that they will face come late-war.
- Device correction 181 13mm MG…..effect rating reduced from 4 (given to cannons) to 3.
- A6M5 and 5c armaments/load-outs corrected
- K-49 armor reduced to 1
- Canberra class created – Canberra did not receive the machinery armor refit her sisters did
- London class box armor for magazines. 1inch plate for hull and machinery spaces
- Shinano air group increased to size 99 (maximum allowed in editor) Makes her less of
a white elephant as there is no real “role” for a ‘maintenance’ carrier in WitP.
- Ki-43II armor increased to 1
- UK Carrier Scrub
I wont go into exact details here…..the memory is still too painful from the hours spent trying to create a decent workaround to the hard-coded impact on squadron size that overrides whatever value you input into the editor. An exact fix was not possible so I resorted to getting the carriers to accept as close a size load-out as possible using mid-war values (Mid-late 42) The Initial UK carriers are handier now vs. being attractive ornaments. As such, players are advised to discuss any restrictions on their employment before starting a long campaign. As CV combat is much less one sided now, combining UK and USN CV’s into mutually supporting TF’s can potentially lead to play unbalance early on in the game.
- Added Sea Hurricane, Albacore and Hurricane IIc aircraft. (Replacing Fulmar and Sea Gladiator) Replaced Wildcat V with “Martlet II.”
- Spitfire range reduced to 3 hexes normal – 4 extended. Gives a reason to keep the Hurricane around. Also a compromise on the abstracted aspect of aircraft ranges in the game in ratio to the 60mile hexes and real life operating ranges.
- Reduced maximum airfield sizes of the Indian/Burma frontier bases so that no greater than size 4 can be obtained. Historically heavy bombers were based out of the Calcutta area where airfields and logistical sources were more established. For most of the war only single engine fighters and fighter-bombers operated out of the frontier airfields. Also helps balance the air war a bit given that the abstraction of airbases in the game allows for concentrated attack with the intent of quickly disabling the JAAF ability to operate. (Historically the number of satellite fields and the JAAF tactic of transferring from base to base between operations made it far more difficult to catch them on the ground)
- Reduced many Allied production numbers. Given the power of PDU’s coupled with the much more durable 2nd generation planes available to the Allied side can quickly lead to an Allied player swapping out all FG and BG’s with only the best airframe types leading to unbalanced (and gamey) play. While ultimately it is up to the players to set governors on their playing style given the total control that WitP gives them, this change will help encourage it more. Japanese restrictions are regrettably, a much tougher challenge given the on-map production system. Not wishing to mess with this, I have made no alterations at this time. Again, it is up to the player to limit himself as I have heard that production manipulation can lead to grossly inflated production of airframe types. Overall this should not be an issue for the Allied player given the other mod changes which limit the ability of the Japanese player to conquer half the game-map. Should the numbers prove to be too low, adjustments will be made in a future release.
- Eliminated the resource centers at Mandalay, Pagan and Taung Gyi. Purpose: I have always considered Burma to be the poor stepchild of the WitP game engine. This is not due to any fault of the WitP game engine, but rather, due to its complex geographical makeup. As a result, the game falls short of fully representing the logistical challenges imposed by the terrain. Burma is a theater that truly deserves an operational war-game of it’s own given the diversity of it’s terrain types, the interaction of Japanese and Allied combat tactics and the vitality of the Allied air transport network that evolved during the late war period. In a nutshell, possession of the port city of Rangoon was essential for any side to be able to supply the interior of the country and the mountains and harsh terrain found on the Indian/Burmese border made it impossible to come even close to adequately supplying a large army. This was the primary reason why the Allies were not able to invade until well into 1944 when they had both the air assets available and the techniques perfected from which an army could be sustained almost exclusively by air transport alone. The “trail” hexes, while restricting supply and movement heavily, ultimately don’t fully get the job done……the resources wont make *that* huge a difference but I figure every little bit helps. Will also require the Japanese player to ensure both the security of Rangoon as well as bring supplies to it.
Changes/tweaks:
1. The ASW modifications have been removed since a new re-written ASW routine has been introduced with the beta 1.7 of the game (official patch version to be 1.8 or 2.0) While I was heavily involved in the testing and refinement process for the new routine, I feel that the new
Routine needs more feeling out before I consider any alterations.
2. Reversed the Heavy Flak increase introduced in 4.0 after feedback from existing PBEM games and further testing.
3. Discovered and corrected an error with Device 294 in stock OOB (Japanese 4.7in DP) that was causing it to become an “uber” flak gun in the mod.
4. Reduced all HAA gun contents in ENG and AA units located in the Philippines, Malaya, Burma and the Dutch East Indies by 75% and moved the introduction date for the production of the HAA guns contained within these units from 12/41 to 2/42. This 60 day window was put into place to prevent the affected units from filling back out as per their TO&E with replacements set to on and adequate supply either on hand or delivered. These changes were put into place due to the fact that ENG and AA units in the SRA were quickly repairing disablements and filling out to their full TO&E as the game progressed into early 42. When combined with the over-concentration of these units as Japanese forces advanced, it produced “Flak cities” of far greater power than was historically encountered by the Japanese as they advanced into the SRA. Manila (or Bataan) and Singapore in particular became almost impossible targets to attack if the Allied player could avoid costly forced retreats and concentrated LCUs in these hexes. Historically, the Allies were impaired throughout the region by a shortage of proper AA guns and ammunition which allowed the Japanese to continue using aggressive low altitude fighter strafing attacks on enemy airfields in similar pattern to actions taken in China. While helpful to the Japanese during their 1st and 2nd Operational phases for the subjugation of the SRA, this ultimately lulled them into a false sense of security in regards to the vulnerability of both their unarmored fighters and bombers when attacking a base with a substantial and well organized airfield defense. The Japanese would learn this lesson particularly hard at Guadalcanal.
5. OOB changes:
a) A6M series MVR ratings increased by 2-3 points, depending on frame variant. Purpose: 4.0 changes appear to have nerfed somewhat this plane in relation to modern 1st generation Allied aircraft, particularly the durable F4F, resulting in lopsided kill ratio results even when highly experienced aviators are in the Zero cockpits. This change also brings the Zero more in line with the MVR changes done to the other major 1st generation Japanese fighter craft (Ki-27, 43 and A5M)
b) Allied replacement rates for mid-war aircraft reduced. Purpose: Coupled with the recent PDU enhancement has been allowing Allied players to rapidly change out large numbers of air-groups to the best Allied planes such as P-38 or B-24. This issue is exacerbated further by the 4.0 changes to the A2A model that reduce losses in combat. This change is not meant to penalize or hobble the Allied player, but rather is intended to encourage a more realistic deployment and phasing in of newer more powerful airframes. While it has been said that the same problem exists for the Japanese player, wholesale changes here have not been done for the moment as the Japan side is dependant on the production model for replacements. However as an experienced player of both sides, I have noted that a reasonable approach to production (i.e. a minimal one) takes care of this issue. Players should discuss this before starting a long campaign. This is an issue I knew would come up when PDU’s were first proposed. In the end I supported PDU’s introduction but obviously as with all enhancements to the game that put more flexibility and decision making powers into the player’s hands, common sense and restraint are needed to prevent “gamey” play.
c) other OOB changes
- Centerline armaments created for the A6M series (all), Ki-61, Ki-84 and Ki-100 series of aircraft.
Purpose: Originally employed to assist the raped aircraft of the game; the A5M, Ki-27 and Ki-43; now applied to the A6M to help eliminate the “nerfing” effect of the 4.0 changes on this light aircraft when exchanging pleasantries with the now much tougher F4F series. Also adds a nice touch of consistency in regards to planes with centerline armament.
The centerline MG armed Japanese planes need the armament boost in general to compete with the overpowering impact (even under 4.0 changes where fighter aircraft are faced) of the six pack Browning armed Allied aircraft and its Gun Value 18 which trumps all but full cannon armed Japanese planes. The Ki-84c and Ki-100 have an experimental offshoot version of the centerline armament theory, but the Acc of the cannons is in reality, only restored to pre-4.0 conditions (double of the wing mounted version) This should make these aircraft much more effective against the swarm of 4E bombers that they will face come late-war.
- Device correction 181 13mm MG…..effect rating reduced from 4 (given to cannons) to 3.
- A6M5 and 5c armaments/load-outs corrected
- K-49 armor reduced to 1
- Canberra class created – Canberra did not receive the machinery armor refit her sisters did
- London class box armor for magazines. 1inch plate for hull and machinery spaces
- Shinano air group increased to size 99 (maximum allowed in editor) Makes her less of
a white elephant as there is no real “role” for a ‘maintenance’ carrier in WitP.
- Ki-43II armor increased to 1
- UK Carrier Scrub
I wont go into exact details here…..the memory is still too painful from the hours spent trying to create a decent workaround to the hard-coded impact on squadron size that overrides whatever value you input into the editor. An exact fix was not possible so I resorted to getting the carriers to accept as close a size load-out as possible using mid-war values (Mid-late 42) The Initial UK carriers are handier now vs. being attractive ornaments. As such, players are advised to discuss any restrictions on their employment before starting a long campaign. As CV combat is much less one sided now, combining UK and USN CV’s into mutually supporting TF’s can potentially lead to play unbalance early on in the game.
- Added Sea Hurricane, Albacore and Hurricane IIc aircraft. (Replacing Fulmar and Sea Gladiator) Replaced Wildcat V with “Martlet II.”
- Spitfire range reduced to 3 hexes normal – 4 extended. Gives a reason to keep the Hurricane around. Also a compromise on the abstracted aspect of aircraft ranges in the game in ratio to the 60mile hexes and real life operating ranges.
- Reduced maximum airfield sizes of the Indian/Burma frontier bases so that no greater than size 4 can be obtained. Historically heavy bombers were based out of the Calcutta area where airfields and logistical sources were more established. For most of the war only single engine fighters and fighter-bombers operated out of the frontier airfields. Also helps balance the air war a bit given that the abstraction of airbases in the game allows for concentrated attack with the intent of quickly disabling the JAAF ability to operate. (Historically the number of satellite fields and the JAAF tactic of transferring from base to base between operations made it far more difficult to catch them on the ground)
- Reduced many Allied production numbers. Given the power of PDU’s coupled with the much more durable 2nd generation planes available to the Allied side can quickly lead to an Allied player swapping out all FG and BG’s with only the best airframe types leading to unbalanced (and gamey) play. While ultimately it is up to the players to set governors on their playing style given the total control that WitP gives them, this change will help encourage it more. Japanese restrictions are regrettably, a much tougher challenge given the on-map production system. Not wishing to mess with this, I have made no alterations at this time. Again, it is up to the player to limit himself as I have heard that production manipulation can lead to grossly inflated production of airframe types. Overall this should not be an issue for the Allied player given the other mod changes which limit the ability of the Japanese player to conquer half the game-map. Should the numbers prove to be too low, adjustments will be made in a future release.
- Eliminated the resource centers at Mandalay, Pagan and Taung Gyi. Purpose: I have always considered Burma to be the poor stepchild of the WitP game engine. This is not due to any fault of the WitP game engine, but rather, due to its complex geographical makeup. As a result, the game falls short of fully representing the logistical challenges imposed by the terrain. Burma is a theater that truly deserves an operational war-game of it’s own given the diversity of it’s terrain types, the interaction of Japanese and Allied combat tactics and the vitality of the Allied air transport network that evolved during the late war period. In a nutshell, possession of the port city of Rangoon was essential for any side to be able to supply the interior of the country and the mountains and harsh terrain found on the Indian/Burmese border made it impossible to come even close to adequately supplying a large army. This was the primary reason why the Allies were not able to invade until well into 1944 when they had both the air assets available and the techniques perfected from which an army could be sustained almost exclusively by air transport alone. The “trail” hexes, while restricting supply and movement heavily, ultimately don’t fully get the job done……the resources wont make *that* huge a difference but I figure every little bit helps. Will also require the Japanese player to ensure both the security of Rangoon as well as bring supplies to it.
RE: Nik Mod 5.0
Any chance you can email it direct since it might be afew days til it's on Spooky's? I got the next two days off and bored...
crawford.k@sbcglobal.net
Sincerely
Kelly
crawford.k@sbcglobal.net
Sincerely
Kelly
Plankowner USS Kauffman (FFG-59).
RE: Nik Mod 5.0
when i get home......i feel like Santa.....making a list...checking it twice.... [:D]
RE: Nik Mod 5.0
I've just noticed that Spooky hasn't updated since the 25th so could you email me as well?
deep.puddle@ukonline.co.uk
thanks [:)]
deep.puddle@ukonline.co.uk
thanks [:)]
RE: Nik Mod 5.0
Gonna start charging one slice of pizza per copy.....[;)]
RE: Nik Mod 5.0
FYI, Nik Mod 5.0 is now available at the spooky's
RE: Nik Mod 5.0
Thanks Spooky [:)] Looks like I keep that pizza then [:D]
RE: Nik Mod 5.0
CURSES!
RE: Nik Mod 5.0
Ah, just remembered this is for the stock map isn't it?
Hopefully AB will convert it soon, he has for previous versions.
Hopefully AB will convert it soon, he has for previous versions.
RE: Nik Mod 5.0
Yes